Search found 416 matches

by Ophelius
Feb 28, 2006 10:21
Forum: General
Topic: eliminating windows bg services...
Replies: 10
Views: 1565

ok, i read a bit about threads, i have a few questions. Does creating a thread for a function allow that function to be processed in paralel with other functions? If so, wouldn't background processes still interfere? Would I be able to thread my entire program so nothing interferes with it? that wol...
by Ophelius
Feb 28, 2006 6:14
Forum: General
Topic: eliminating windows bg services...
Replies: 10
Views: 1565

eliminating windows bg services...

is there any way to run a FB application so it automatically halts/pauses all unnessesary bg services? it causes jerkyness for my scolling engine (i.e. when the HD is being accessed by other applications.) ahhh, how i miss the dos age, no jerkyness.
by Ophelius
Feb 27, 2006 21:41
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

axipher said: A common mistake people make with tiles is that they think that all the tiles for say grass must be the same, why not draw out your scene, break it up into a grid, and the similar areas can use the same tile. This would save on memory and still keep away from a grid look. Yes, that is ...
by Ophelius
Feb 27, 2006 20:55
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

so, ideally, in a hypothetical situation, it is fastest if you would use 1x1 tiles. Or would it? Since you have to go through every one of those 1x1 tiles, it would take, on a 640x480 display, 307200 loops to display the whole page. So in this sense, I'm getting the feeling that there's a bell curve...
by Ophelius
Feb 27, 2006 7:04
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

oh ya, big difference. My engine with tiles increased to 150 fps as opposed to about 50-60. I'm still curious as to why that is.
by Ophelius
Feb 27, 2006 6:21
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

i was wondering why it lags the speed if I clipped from a large map instead of tiles. I mean, essencially, I'm doing the same thing with tiles anyways. So you're saying it takes more time to blit a 640x480 region directly out of memory than to blit several tile-sized regions covering the same surfac...
by Ophelius
Feb 27, 2006 6:03
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

ya, you're probably right. I was avoiding it because drawing detailed terrain with tiles so it doesn't look like tiles takes a bit of patience and artistic skills. Thanks Jofers
by Ophelius
Feb 27, 2006 5:44
Forum: General
Topic: which would be faster...
Replies: 15
Views: 1931

which would be faster...

let's say i'm making a vertical shooter. Do you think drawing the map with tiles would be faster, or clipping from one large map image in memory. My current scrolling engine clips from a large map image stored in a buffer to the screen and I'm getting about 50-60 FPS (vsync off) using Allegro, 16-bi...
by Ophelius
Feb 26, 2006 3:29
Forum: General
Topic: Allegro and photoshop bmp's
Replies: 5
Views: 956

oops, works now, thanks
by Ophelius
Feb 26, 2006 3:22
Forum: General
Topic: Allegro and photoshop bmp's
Replies: 5
Views: 956

that would explain why it works for images made in Paint, which saves them as 24-bit images. But it still won't work through PS after I converted the image to 24 bit. Anyone else have a clue?
by Ophelius
Feb 26, 2006 2:01
Forum: General
Topic: Allegro and photoshop bmp's
Replies: 5
Views: 956

Allegro and photoshop bmp's

I'm trying to get Allegro to display a BMP drawn in photoshop. It displays it fine when drawn in Paint. Is it something to do with layers or the palette? Here's my code: '$include: "allegro.bi" #define SCR_W 800 #define SCR_H 600 dim shared VBuffer as BITMAP ptr allegro_init install_keyboa...

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